i have installed OpenGL 4.6 and i'am using visual studio 2019. i had decided to do a project in C++ with opengl but since i have no previous experience with them i decided to follow this tutorial but now my shaders aren't compiling and i have no idea why.
my main code:
#include <fstream> #include <string> #include <glad/glad.h> #include <GLFW\glfw3.h> void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } float vertex[] = { 0.0f, 0.5f, 0.0f, 0.2f, 0.4f, 0.6f, // top center 0.5f, -0.5f, 0.0f, 0.2f, 0.4f, 0.6f, // bottom right -0.5f, -0.5f, 0.0f, 0.2f, 0.4f, 0.6f, // bottom left 0.0f, 0.0f, -0.5f, 0.2f, 0.4f, 0.6f // top left }; unsigned int indices[] = { // note that we start from 0! 0, 1, 2 }; int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); std::cout << glfwGetVersionString(); GLFWwindow* window = glfwCreateWindow(800, 600, "Demo", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); GLuint VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glGenBuffers(1, &EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); std::string ContentVert; std::ifstream infileVert; infileVert.open("vertex.glsl"); if (infileVert.is_open()) { while (getline(infileVert, ContentVert)) { std::cout << ContentVert << '\n'; } infileVert.close(); } const GLchar* const vertexShadersrc = { ContentVert.c_str() }; glShaderSource(vertexShader, 1, &vertexShadersrc, NULL); glCompileShader(vertexShader); int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } unsigned int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); std::string ContentFrag; std::ifstream infileFrag; infileFrag.open("demo.glsl"); if (infileFrag.is_open()) { while (getline(infileFrag, ContentFrag)) { std::cout << ContentFrag << '\n'; } infileFrag.close(); } const GLchar* const fragShaderSrc = { ContentFrag.c_str() }; glShaderSource(fragmentShader, 1, &fragShaderSrc, NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } unsigned int shaderProgram; shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } glUseProgram(shaderProgram); glBindFragDataLocation(shaderProgram, 0, "outColor"); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); while (!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; } console output:
#version 330 layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; out vec3 ourColor; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); ourColor = aColor; } ERROR::SHADER::VERTEX::COMPILATION_FAILED WARNING: 0:1: '' : #version directive missing ERROR: 0:1: '}' : syntax error syntax error #version 330 out vec4 FragColor; in vec3 ourColor; void main() { FragColor = vec4(ourColor, 1.0); } ERROR::SHADER::FRAGMENT::COMPILATION_FAILED WARNING: 0:1: '' : #version directive missing ERROR: 0:1: '}' : syntax error syntax error ERROR::SHADER::PROGRAM::LINKING_FAILED Attached vertex shader is not compiled vertex shader:
#version 330 layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; out vec3 ourColor; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); ourColor = aColor; } fragment shader:
#version 330 out vec4 FragColor; in vec3 ourColor; void main() { FragColor = vec4(ourColor, 1.0); }
std::getline()does not append data to the string, but replaces it's content.